Former ... - Quentin Auger

In charge of the character setup department : recruitment, pipeline and rig tools development (MEL) and supervision and maintenance of 107 rigged characters .
95KB taille 9 téléchargements 369 vues
Senior Character Technical Director – Animator

page 1/1

Quentin AUGER’s 2008 Demo DVD Table of Contents E-mail : [email protected]

Web : http://quentin.auger.free.fr

Every shot of the reel shows a work I did with Maya software : CHARACTER RIG PART : (1)

> "Rig Supervision" (2006-2008) for "IGOR" feature film – © 2008 Exodus Film Group : In charge of the character setup department : recruitment, pipeline and rig tools development (MEL) and supervision and maintenance of 107 rigged characters ...

(2)

> "Facial Rig + Animation" (2006) for "The Stone Council" feature film – © 2006 UGC YM : I did lots of modifications of the model to match changing director’s ideas, then the facial Rig and keyframe facial animation. I also participated in the design and the development of the rig-animation pipe-line for this production, including Maya Mel libraries and a few Linux shell scripts.

(3)

> "Falcon Rig" (2001-2003) for "Immortal (ad vitam)" feature film – © 2004 Telema : I did the rigging and skin weighting of this falcon in Maya. In (2D) morphing shots, I fitted the keyframe animation of both characters to match one another. The blue bird is a variation of this character in its different proportions (wings, head, tail…) to make a baby falcon, due to the ability of the rig to scale independantly every part of the bird.

(4)

> "Head Modeling and Facial Shapes" (2001-2003) for "Immortal (ad vitam)" feature film – © 2004 Telema : I made the polygonal modeling of the head of Inspector Froebe, then his skin weighting as well as the modeling of every muscular facial shape (~50) for further blendshape targetting. I was involved in the development of the facial rig system and I technically supervised facial shape modeling for every main characters.

(5)

> "King penguin Rig" (2001-2003) for "Immortal (ad vitam)" feature film – © 2004 Telema : I did the rigging and skin weighting of one penguin. That Rig enables general deformations of the model (+stretch/squash) leading to very differently proportioned characters, like the 3 instanced ones in this shot.

(6)

> "Dragon Hunter Model and Facial Rig" (2001) for "Dragon Hunters" teaser – © Futurikon MMI : I did the polygonal modeling of the hunter, the rig of his head (with blendshapes) and ponytail.

(7)

> "CBS" (2001-2003) for "Immortal (ad vitam)" feature film – © 2004 Telema : Example of improvements I often added to previous skin and rig : Corrective BlendShapes to simulate muscular behaviour, or added clusters with real-time dynamics on cheeks and fat neck…

(8)

> "HiRes robot Models and Rig" (august 2001) for "Number One" video clip – © 2001 Mawlaw 388 Limited : Final version of the robot of the section (7). Since I modeled most of the pieces (and designed some of them, like feet or hands), I had to adapt the previous Low Res rig to their mechanical needs.

ANIMATION PART: (9)

> "Various Animation works" : - (2006) for "The Last Legion" feature film – © 2006 DeLaurentiis: I had to simply animate these CG stunt men to match with real life action. - (2006) for "Happily N'Ever After" feature film – © 2006 Lions Gate: I keyframed a few shots in this movie : lipsync, walk cycles.. Movie on which I mainly did some rig support.

( 10 ) > "Personal works (in progress…)" (2000) made during CG classes at "Gobelins" animation school : Not so much to say, apart from it was all made by myself with Maya, and obviously not ... complete. ( 11 ) > "Robots Rigs and Keyframe Animation" (august 2001) for "Number One" video clip, by Playgroup – © 2001 Mawlaw 388 Limited : Actually, 3 distinct versions of the robot are taking place in this scene, due to its permanent transformation. I did the HiRes polygonal modeling of every part of it, except the boxes or cases…. I also created the rig of each version and I animated them. ( 12 ) > "Crashes… Keyframe, Mocap and Dynamics Animation" (2001-2003) for "Immortal (ad vitam)" feature film – © 2004 Telema : For each crashed vehicle, I created the additionnal ‘crash rig’ (i.e. everything needed to illustrate the impact : new pieces, new deformers, new articulations, etc.) Then I animated them using mainly keyframing but also Maya dynamics for flocks of pieces (headlights, helicopter cockpit glazings …) I also post-animated the driver who was previously motion-captured : keyframing hands, face and body movement according to the vehicle, or the environment for example. ( 13 ) > "Dragon Explosion" (2001) for "Dragon Hunters" teaser – © Futurikon MMI : I keyframed five or six 3D small dragons added to a crowd of « particle-animated » others with Maya dynamics system (sprites). Then I rendered them with Maya software and hardware engines.